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DishwashersCutlery facing upCutlery facing downOh look at Mr Fancypants there with his dishwasherEDIT: Cutlery sideways because I'm even...

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Dishwashers

Cutlery facing up
Cutlery facing down
Oh look at Mr Fancypants there with his dishwasher
EDIT: Cutlery sideways because I'm even fancier!

31.7.2024 14:59DishwashersCutlery facing upCutlery facing downOh look at Mr Fancypants there with his dishwasherEDIT: Cutlery sideways because I'm even...
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@KayLousberg I think he looks quite at home in my lofi procedural hex world. Excellent assets! I love them!

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@KayLousberg I think he looks quite at home in my lofi procedural hex world. Excellent assets! I love them!

27.6.2024 11:21@KayLousberg I think he looks quite at home in my lofi procedural hex world. Excellent assets! I love them!
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There we go. 300 hex chunks. 250,000 trees. 1000 draw calls. 100 FPS. All the trees vary in size and shade, and sway in the wind based on...

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There we go. 300 hex chunks. 250,000 trees. 1000 draw calls. 100 FPS. All the trees vary in size and shade, and sway in the wind based on position. I love GPU instancing!

The draw calls are higher than you'd expect because each chunk handles its own instancing, but this is acceptable as I'm never going to load anywhere near this many chunks at once.

21.6.2024 11:18There we go. 300 hex chunks. 250,000 trees. 1000 draw calls. 100 FPS. All the trees vary in size and shade, and sway in the wind based on...
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I've been fixing a few issues that have been on my todo list before moving on with actual gameplay. I wanted to get the trees GPU...

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I've been fixing a few issues that have been on my todo list before moving on with actual gameplay. I wanted to get the trees GPU instanced so reimplemented the tree swaying as a shader. I love the silliness you get mid implementation! 😂

20.6.2024 17:26I've been fixing a few issues that have been on my todo list before moving on with actual gameplay. I wanted to get the trees GPU...
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I have finally got to the point where I can take my infinite hex terrain tech and move it towards the game idea I have. I've blown up...

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I have finally got to the point where I can take my infinite hex terrain tech and move it towards the game idea I have. I've blown up the size of the chunks and each chunk has subhexes that can be used to spawn entities. Including trees... lots and lots of trees (the tree Perlin noise check has been disabled while I test the subhexes).

19.6.2024 11:05I have finally got to the point where I can take my infinite hex terrain tech and move it towards the game idea I have. I've blown up...
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The only soundtrack you need when you have deadlines.https://open.spotify.com/track/0fFf9BjLYBuMSdOOJXF1Fu

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The only soundtrack you need when you have deadlines.

open.spotify.com/track/0fFf9Bj

23.5.2024 09:14The only soundtrack you need when you have deadlines.https://open.spotify.com/track/0fFf9BjLYBuMSdOOJXF1Fu
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Got to love #UnrealEngine's choice in Y+/Y- directions...

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Got to love 's choice in Y+/Y- directions...

15.5.2024 11:50Got to love #UnrealEngine's choice in Y+/Y- directions...
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This is my late #Introduction.Hi, my name is James and I’m a #GameDev based in Bristol, UK. Video games have always been part of my life...

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This is my late .

Hi, my name is James and I’m a based in Bristol, UK. Video games have always been part of my life and at this point I’m part of the old guard.

I’m not happy unless I’m working on a game project. I love and have an unhealthy obsession with hexagons (hexagons are the bestagons). Fluent in both and . I’ve also made a lot of my own tech over the years.

At the moment I’m working on a cozy hex-based infinite game in .

14.5.2024 15:46This is my late #Introduction.Hi, my name is James and I’m a #GameDev based in Bristol, UK. Video games have always been part of my life...
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I've got this really nice light wind loop going on now. The tree sway step is synchronised for all trees regardless of time of creation,...

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I've got this really nice light wind loop going on now. The tree sway step is synchronised for all trees regardless of time of creation, but I've slightly offset it based on world X position to make it look like the breeze travels across the screen. There's also a minor variation in sway amount. What do you all think?

25.4.2024 09:02I've got this really nice light wind loop going on now. The tree sway step is synchronised for all trees regardless of time of creation,...
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Trees have been successfully attached to the ground. Now working on some windy tree swaying. Yea, I'm having way too much fun with this...

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Trees have been successfully attached to the ground. Now working on some windy tree swaying.

Yea, I'm having way too much fun with this 😂

24.4.2024 11:39Trees have been successfully attached to the ground. Now working on some windy tree swaying. Yea, I'm having way too much fun with this...
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I now have resource nodes (trees and rocks) spawning with the chunks. All looks perfectly normal, right? Cool. Task complete.#GameDev...

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I now have resource nodes (trees and rocks) spawning with the chunks. All looks perfectly normal, right? Cool. Task complete.

24.4.2024 10:45I now have resource nodes (trees and rocks) spawning with the chunks. All looks perfectly normal, right? Cool. Task complete.#GameDev...
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What's your go to term when you roll out of bed and straight into #GameDev ?Pajama ProgrammingDuvet DevelopmentCozy Coding

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What's your go to term when you roll out of bed and straight into ?

Pajama Programming
Duvet Development
Cozy Coding

24.4.2024 09:07What's your go to term when you roll out of bed and straight into #GameDev ?Pajama ProgrammingDuvet DevelopmentCozy Coding
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That feeling when you know the only way forward is to refactor your code, but then it snowballs and you're up to your neck in broken...

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That feeling when you know the only way forward is to refactor your code, but then it snowballs and you're up to your neck in broken code desperately trying to get to the light at the end of the tunnel while constantly thinking "Is this right?"

Makes me grateful for git branches... Although... *right-click -> delete branch?* 😅

11.4.2024 08:46That feeling when you know the only way forward is to refactor your code, but then it snowballs and you're up to your neck in broken...
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Finally found some time to work on my personal project and have been putting rocks into the chunk generation only for some of them to appear...

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Finally found some time to work on my personal project and have been putting rocks into the chunk generation only for some of them to appear like they've fallen over or even spawned completely upside down.

Please note there is zero code in there for any kind of rotation. I eventually want variation but I'm not there yet. Very bizarre!

9.4.2024 13:35Finally found some time to work on my personal project and have been putting rocks into the chunk generation only for some of them to appear...
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I have been experimenting with a shader that can draw the lines for both tri and quad edges (a sort of pseudo-wireframe shader) for my trees...

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I have been experimenting with a shader that can draw the lines for both tri and quad edges (a sort of pseudo-wireframe shader) for my trees and other static meshes. Seems to be working decently enough. I'm embarrassed how long it took me to create that tree in Blender. I have no idea how 3D artists are able to put up with that terrible UX 😅

7.3.2024 16:00I have been experimenting with a shader that can draw the lines for both tri and quad edges (a sort of pseudo-wireframe shader) for my trees...
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Hex terrain runtime chunk loading is now in and working well. Still not optimised yet but at this terrain resolution its not even breaking a...

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Hex terrain runtime chunk loading is now in and working well. Still not optimised yet but at this terrain resolution its not even breaking a sweat which is nice. Everything coded in C++ for the raw power. Eventually I'll thread the mesh generation. I think it'll be needed once I start layering the noise to make more realistic terrain.

6.3.2024 11:38Hex terrain runtime chunk loading is now in and working well. Still not optimised yet but at this terrain resolution its not even breaking a...
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@dergell I see you are a lover of hexagons as well. Thanks for the boost ❤️

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@dergell I see you are a lover of hexagons as well. Thanks for the boost ❤️

2.3.2024 20:48@dergell I see you are a lover of hexagons as well. Thanks for the boost ❤️
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My hex terrain system now takes world coordinates into account when generating height data. I didn't need to make it work in real-time...

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My hex terrain system now takes world coordinates into account when generating height data. I didn't need to make it work in real-time but it looks cool and is fun to play with :)

I had the same behaviour working in but it runs so much faster in and it isn't even optimised yet!

2.3.2024 15:56My hex terrain system now takes world coordinates into account when generating height data. I didn't need to make it work in real-time...
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My procedural hex terrain system is coming along nicely in Unreal. Still a while to go before I'm back at where I was with Unity but I...

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My procedural hex terrain system is coming along nicely in Unreal. Still a while to go before I'm back at where I was with Unity but I definitely feel like things are much faster written in C++.

More to come: chunk generation, player character, animation, trees, rocks, harvesting, screaming into the void...

29.2.2024 09:40My procedural hex terrain system is coming along nicely in Unreal. Still a while to go before I'm back at where I was with Unity but I...
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Why is it when I learn any new tech I immediately jump in at the deep end and proceed to trip over every single hurdle and nuance it has to...

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Why is it when I learn any new tech I immediately jump in at the deep end and proceed to trip over every single hurdle and nuance it has to offer. I spend more time with my face down in the dirt than making any kind of actual progress. This time I'm looking at you :P

20.2.2024 14:12Why is it when I learn any new tech I immediately jump in at the deep end and proceed to trip over every single hurdle and nuance it has to...
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